sketchucation logo sketchucation
    • Login
    1. Home
    2. optimaforever
    3. Posts
    Oops, your profile's looking a bit empty! To help us tailor your experience, please fill in key details like your SketchUp version, skill level, operating system, and more. Update and save your info on your profile page today!
    🚨 Skimp | 25% Off until March 30 Buy Now
    O
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 22
    • Posts 241
    • Groups 1

    Posts

    Recent Best Controversial
    • RE: Wrap-R for SketchUp

      Thanks!

      Your Unity model and skills are impressive as well. I'm more a Lumion/Twinmotion guy than Unreal but there was a time when I modeled in Worldcraft (Half-Life modding tool) and had to scrutinize everything under the hood. Now, there are too many tools I need to master (from Sketchup to Allegorithmic tools, Fusion360, Blender, Zbrush, Resolve, After Effects, PS, Vray, Thea, Max, Wrap-R, Transmutr, Quixel Bridge, Megascan, etc. etc. once upon a time I was happy with just Sketchup and PS) and can't allow a lot of spare time on details (and god knows Unity and Unreal need a lot of things to be learnt)...

      Your bad english is way more understandale than mine 😄
      So yes, I'm curious to see that!

      BTW please place the text in a better position as it will be easier to read (in the video), as the bottom right isn't the best place as our eyes must continuously switch between the action (generally at the center of the frame) and the text.

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • RE: Wrap-R for SketchUp

      Thanks for the interesting video showcasing your workflow.

      I have a pretty similar one (offset loop being a well hidden QFT feature only accessible by the shortcut or the menu 😄). I agree that Bridge loop tends to make mistake by offsetting some corresponding vertices (but again no biggie, Curviloft can help indeed). There is place for improvements here 😉

      But I'm amazed by your mastery of Wrap-R... With my meshes I can barely move vertices and it bugsplats (old SU acquaintance) often so I need to save all the time. The way you align the rims faces of the butterfly chair seems brute force... but it makes sense as you will later apply a parallel wood pattern in SBSPainter.

      BTW Do you have a particular technique to quadify an exported SU quad mesh in 3dsmax or Blender? Mines always import as tris and unwelded. I'm not an expert of Max and can't find any tuto on the web for this kind of case... When you model in Max, the mesh vertices are weld by default so Maxers don't understand my issue. I tried QFT's export as OBJ and it indeed LOOKS like a quad...

      OBJ as imported (3dsmax)

      but when I apply a turbosmooth (or a meshsmooth), it reveals that it's a tri...
      OBJ then turbosmoothed (3dsmax)

      Because of this, I can't use the Unwrap tools because it can't detect seams on TRI meshes...

      So according to you, one can Wrap-R a mesh in low poly, reload it in SU, then subD-it and it will keep the unwrapped status? I never tried this.

      This one for instane was a nightmare to WrapR...
      example of Wrap-R'd body

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • RE: Wrap-R for SketchUp

      Indeed.
      I regret that SubD/QFT quads don't export as quads correctly, otherwise Blender has very good unwrap tools. But as it is now, Sketchuppers are forced to work with SketchUV or WrapR for their UV tweaking.
      And unfortunately WrapR is damn slow/not featured enough compared to Max or Blender counterparts.
      The workable polycount is very low. It's only usable for small models with low complexity. The Undo is not always working/too slow. In Substance Designer, I often tend to rely more on the beta Unwrapper on an straight (no-unwrapped) fbx exported from SU because of that...

      I think this plugin is underrated because it's too expensive for its features (and because the casual Sketchupper don't care abut Unwrapping) and therefore too small userbase to really push it forward.

      I dream that Thomthom takes the code and embeds it in his QuadFaceTools v2, working hands in hands with VertexTools 2 and SubD 2... For me, it would make sense as WrapR can't work without quads anyway, and so is dependent on QFT and SubD...

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • RE: Wrap-R for SketchUp

      I never understood how relax worked in WrapR... It's way too slow too.
      Is WrapR still under development? There are so many things I'd like to ask...

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • RE: FICHIERS STEP et IGES ( échanges avec SKP )

      Bonjour,
      Qu'en est-il aujourd'hui?
      Toujours pas d'exporteur STEP depuis SketchUp?
      Dois-je obligatoirement passer par 3dsMax?

      posted in Français
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      @pilou said:

      @ Zooen Ah, mais c'est de moi ça! 😉
      La page d'avant c'était celle-là 😉

      Sacré Pilou!!! Toujours fidèle au poste 😉

      posted in Plugins
      O
      optimaforever
    • RE: JHS Powerbar 2020: bugs

      Ah thanks. I'll try to install it independently.

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • RE: JHS Powerbar 2020: bugs

      @rv1974 said:

      almost for sure you have faulty linework

      Did you try? trace 2 separate lines and try to extrude them?

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • JHS Powerbar 2020: bugs

      Hello all,

      I just installed the JHS powerbar in SU 2020 Pro and so far, I got one bug (but an annoying one):
      When I use EXTRUDE LINE (by Didier Bur), SU hangs when trying to extrude more than one line at once.
      Previously, I had no problem doing that (2015 2016 2017 2018 2019).
      Now I must be aware that SU crashes (or hangs for eternity) when doing that.

      posted in Extensions & Applications Discussions extensions
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      Indeed. But Thomthom could update his Raytracer too; just add an option to drop the vertices on a target mesh (he already has the command to drop Cpoints - btw I love the Drop with Trace option) 😄

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      Thanks Marcello for the long didactic video ! 😄 Very clever, you're a genius!
      This method should work in most simple cases indeed. Flowify rules! The thing is, not to forget to use Flowify WITHOUT CUT, and to keep things simple.
      In the past, I used Instant Road but it produces messy meshes, impossible to edit anymore and you need to keep track of each iteration of the terrain, just in case you need to change road position, height, crossings, etc.

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      Ah sorry for the misunderstanding. I agree that Flowify is robust.
      I'm meaning, I'd work with small patches at a time because SubD becomes unstable and slow to edit with huge meshes, not to mention the errors and the time it needs to pinpoint the culprit vertices.

      PS I'm not used to see fast replies on this thread 😄

      By the way, I was looking for some workaround with

      1. C-points at vertex (TiG) of the quad mesh
      2. Drop C-points on the target mesh with Raytracer (Thomthom)
      3. trying triangulate points (TIG) but ended in a mess, so I was looking for a script to recreate a quad mesh from the dropped Cpoints...
      posted in Plugins
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      Impressive modeling video! 😄
      Not exactly what I'm looking for but impressive nonetheless!

      Let's say I have a simplified 3d mesh from a topographic survey (drawn from isohypse lines and meshed with toposhaper for instance). Very complex and heavy, and full tris so impossible to edit quickly.

      Then I have a site in quad topology modeled in 2D from CAD plans with correct projections of roads, buildings rivers, and so on.

      Right now, I move manually each vertice of my quad site to fit the correct height of the topographic mesh, beginning by the roads, then outlines of buildings, etc.
      Of course, I use separated groups to keep the quads from merging with the tris, and I regularly test if SubD works without generating errors) and save a lot.

      For complex sites, it takes hours. I enjoy the zen attitude when modeling sites but sometimes I realize that it's very repetitive and boring.

      So, what I'd like is a script that 'drapes' the vertices of my quad mesh on the topographic mesh with one click, just like the sandbox's drape tool but that keeps the quads, so I can keep subDing afterwards, and of course further editing because the project always evolves...

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      Thomas, is there a "drape" a quad mesh on a "target" triangulated mesh (in another group, serving as a reference) along Z axis?
      I'm fond of your "Flatten selection" command in Architect Tools, but I'm looking for a tool that basically "drops" all the vertices of a quad group on a target triangulated mesh group, while keeping the first group as quads.

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin][$] Vertex Tools

      Hi Thom!

      One thing that annoys me is the fact that I need to quit Vertextools mode to select quad loops or rings with QFT... Is it not possible to get loop/ring selections while in Vertex tool ?

      Just wondering... 😉

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin] QuadFaceTools

      @tecnomijas said:

      Aprende a pronunciar
      I would appreciate your help since when I install the quadface tools plugin the plugin toolbar does not appear. I have installed it in sketchup 2018 and 2019

      Right-click an icon on the toolbar zone and check if the QuadFace Tools is checked on.

      posted in Plugins
      O
      optimaforever
    • RE: [Plugin][$] Vertex Tools

      Vertex tools is really a must have in my toolset, it's so handy to have when dealing with complex geometry...

      Is V2 allowing easier placement of gizmo for scaling/rotating/moving? By default, the scale/rotate uses a gizmo position centered on the selection. But sometimes I'd like to manually move the gizmo to define another center for the scaling/rotating, like on a vertex or the edge of the selection.

      A quick and dirty way, like Ctrl + move along the axis would move the gizmo without altering the geometry... or something like that.

      And what about a 'smart' offset of a loop/ring? Kind of SU offset tool but that works in 3d space too.
      Imagine a curved road (in XY but also in Z too) and you'd need to quickly offset the rim edges to add the shoulder, curbing, drainage, walkway, etc.
      In 2d space it's easy as SU offset tool works but if the site is not flat it's another story...

      I suppose it's similar to the extrude with scaling demand I saw earlier in the thread...?

      If the selection is planar I usually create a face and use FREDO JointPushpull's Follow pushpull which takes into account the connected faces, but it would be handy to be able to do that with a non coplanar edge selection.


      smart offset edges

      posted in Plugins
      O
      optimaforever
    • RE: Strange creased vertices

      Ok, thanks a lot! Indeed it works!

      Btw I don't care about the triangles I left. Anyway the topology isn't perfect to begin with, because the source mesh (although very correct for a 3DWH skp) isn't mine and the first purpose wasn't subdivision but getting some UV for Skattering or WRapr. 😉

      posted in SUbD
      O
      optimaforever
    • RE: Strange creased vertices

      Got the problem on a whale model I downloaded from the WH and quadifying it.


      test file


      here I noticed some weird vertices

      posted in SUbD
      O
      optimaforever
    • RE: Flowify problems

      I have a strange behaviour too...
      The flowify command generates a huge model, with an array of sectional faces.

      The source material
      First the source material: Group 1 composed of A target surface / B source surface / C projection vectors and D the source mesh (exploded)

      And the result
      The resulting groups from the flowify command

      I succeeded all the other meshes with the same method but here I've got a bug...

      The skp

      posted in Extensions & Applications Discussions
      O
      optimaforever
    • 1
    • 2
    • 3
    • 4
    • 5
    • 12
    • 13
    • 3 / 13